Previously, on the Aslan Route: Investigating the monastery on Sink, the PCs discover it has a gold mine and jewellery shop supporting a hospice. Their former free trader contact has probably been impressed into the Drinaxian Star Guard, so the Macavity offers to take over that run. At night, Vila breaks into the monastery and copies all their digital data. Something strange is going on here, and the PCs are set on finding out what. Now read on…
Sink, 136-1105 to 140-1105
Analysis of the stolen data reconfirms that the monastery is what it claims to be, with only a few points of interest. Why did they buy a jacuzzi? What is the enigmatic House of Shrouded Mirrors on Pourne? Why do meeting minutes sometimes record the meeting was adjourned so the abbot could ‘ease a patient’s passing’? And finally, who is eating all that curried goat?
The purloined records indicate this cult is an offshoot of Buddhism, but the monks believe being buried in the swamp allows one to pass directly to nirvana without all that tedious death and rebirth.
Discarding the idea of deliberately hastening the demise of a hospice patient so they can observe a swamp burial, the crew set up remote surveillance cameras to watch the swamp and the monastery, then return to the abbott, explain that they’re off to Byrni and points coreward, and would he like to send some missionaries with them? He agrees, and thus it is that Sister Raquel embarks.
Jumpspace, 141-1105 to 147-1105
Most of this jump is spent getting to know Sister Raquel, who it turns out is a hacker from Pourne who joined the cult as a way of getting offworld when the police got a little too interested in her ‘difficult data retrieval service’. Dr Matauranga makes sure her inoculations are up to date and takes DNA samples. She easily finds the bugs in her cabin and sets them to pipe cat videos into the system. Vila arranges to pay her for hacking lessons. She accepts the cult’s views, but seems too hard-headed and rational to go along with the ‘magic fairy in the swamp’ side of things, leading the crew to believe that whatever is in the swamp, there’s a rational explanation.
Byrni, 148-1105 to 154-1105
Everyone except Mazun decides to wear their ayloi, following the trend set by Vila, who decides that being easily identifiable as an honourable aslan female (he’s an engineer) under the protection of the Iuwoi clan is worth the risk of being expected to defend his honour in a duel if challenged. While Mazun is bogged down in paperwork, the others go with Sister Raquel to meet the cult’s agent on Byrni, Brother Christian. They explain to him that they are replacing the Russell’s Teapot and why; Brother Christian presses them for details, and seems concerned, muttering that ‘the Fury is on the move again’. He asks for passage back to Sink, and the crew agree to take him so that they get a chance to interrogate him en route.
Mazun further establishes his cover as a reputable merchant captain by briefing the local government and the GeDeCo pirate hunters about what’s going on at Torpol.
Fast Travel, 155-1105 to 210-1105
The Macavity now travels from Byrni to Ergo, Tech-World, and Paal, before returning to Sink.
Ergo has the population of a small city spread over an entire planet, and despite the radioactive wastes, cannibals and pirate bases, the Macavity – which limits itself to orbital and low-altitude surveys – manages to identify some sites where a small group of enterprising ihatei could carve themselves a home out of the wilderness, although they might have to fight a few cannibal pirates for it.
At Tech-World, Sister Raquel disembarks, unsure whether to spread the word or shed her nun’s habit and return to a life of dubious morality. The crew goes shopping for armour, state of the art drones, including some hunting targets for the Prince, and psionic shield helmets, as Vila is convinced that he narrowly escaped psionic cultists on Blue and tells an embellished version of the story in the solitary starport bar. Mazun sends off a report to his handler on Cordan and says the best place to contact the team for the foreseeable future is Sink.
With almost two months for the crew to wheedle secrets out of Brother Christian, they dig out of him that the swamp is not, as they suspect, a hive mind, but something closer to a data storage unit, hungry for information-dense input; the monks recruit terminally ill patients, explaining to them that they can live forever (sort of) in the nirvana of the swamp. The swamp records their personalities, which it considers valuable items, and they live on, after a fashion; their memories and personalities are not entirely part of a hive mind, but nor are they entirely individuals. Sometimes, the swamp decides it needs more direct contact with the monastery, and it repairs and regurgitates one of the hospice patients; this is how abbots are made, or as Brother Christian puts it, they are blessed by the swamp.
However, certain of the swamp’s data is highly confidential, and is maintained in a secure satellite facility on Pourne: The House of Shrouded Mirrors. This, the excitable Brother Christian informs them, is where the information on the Fury is held. His knowledge and instructions are limited to this: If worlds start developing human-purist fascist tendencies and an inexplicable liking for black and silver uniforms, Something Bad is about to happen, and he is to alert the abbot as soon as he can. The abbot will know what to do.
GM Notes
Naturally, as soon as I abandoned the Space Plague storyline as the players didn’t want to pursue it, they became interested in it and started to pursue it. That’s okay; I build the campaigns around their decisions, starting with the PC builds and then using their decisions and questions to drive it, and they know that.
What’s going on here is one part Pattern Jugglers from Alastair Reynolds’ Revelation Space series, one part Schlock Mercenary, one part mind flayer elder brain pool, and three parts unused adventures from Heart of the Fury for the Bulldogs! RPG, which I tried running a few years ago – one of the players has already been through the first five adventures, so I can’t use those again, but then the campaign folded. That happens quite a lot lately.
As is my usual habit, when a player started getting close to the real explanation, I gave out a Benny; players in SF games often spend hours whacking the bushes in their search for clues, and I find it useful to reward them with Bennies when they’re onto something, so that they don’t wander off after random shiny bits of irrelevant fluff.
The NPC names come from an online random generator, and their personalities come from Mythic GM Emulator 2E.
Our schedules dictate no more Aslan Route sessions for the next 2-3 weeks, so no more “Traveller Tuesdays” for a while.
